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	<title>inglorious &#187; XP</title>
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	<link>http://inglorio.us</link>
	<description>on video game UI &#38; UX</description>
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		<title>Uniting a scattered HUD</title>
		<link>http://inglorio.us/2009/11/21/uniting-a-scattered-hud/</link>
		<comments>http://inglorio.us/2009/11/21/uniting-a-scattered-hud/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 21:30:31 +0000</pubDate>
		<dc:creator>K. Michael Alexander</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Game Genre]]></category>
		<category><![CDATA[HUD]]></category>
		<category><![CDATA[MiniMap]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Avatar]]></category>
		<category><![CDATA[Energy]]></category>
		<category><![CDATA[Health]]></category>
		<category><![CDATA[James Cameron]]></category>
		<category><![CDATA[Minimap]]></category>
		<category><![CDATA[Radial Menu]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[XP]]></category>

		<guid isPermaLink="false">http://inglorio.us/?p=1066</guid>
		<description><![CDATA[Avatar isn’t going to just be a new movie from Titanic director James Cameron; it’s also going to be a new video game developed by Ubisoft. It’s gotten a significant amount of press for a movie tie-in, even dominating a sizeable space at PAX for a booth featuring a replica of the cockpit of one [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://inglorio.us/wp-content/uploads/2009/11/Avatar0.jpg"><img class="aligncenter size-full wp-image-1067" title="Avatar0" src="http://inglorio.us/wp-content/uploads/2009/11/Avatar0.jpg" alt="Avatar0" width="450" height="243" /></a></p>
<p><a title="Avatar" href="http://avatargame.us.ubi.com/" target="_blank">Avatar</a> isn’t going to just be a new movie from <a title="Titanic" href="http://www.imdb.com/title/tt0120338/" target="_blank">Titanic</a> director <a title="James Cameron Wiki Entry" href="http://en.wikipedia.org/wiki/James_Cameron" target="_blank">James Cameron</a>; it’s also going to be a new video game developed by <a title="Ubisoft" href="http://www.ubi.com/" target="_blank">Ubisoft</a>. It’s gotten a significant amount of press for a movie tie-in, even dominating a sizeable space at PAX for a booth featuring a replica of the cockpit of one of the flying machines starring in the movie… er… game.</p>
<p>As <a title="Kotaku - Avatar: The Navi Side Of The Story" href="http://kotaku.com/5403345/avatar-the-navi-side-of-the-story?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign" target="_blank">this video posted on Kotaku</a> shows the graphics are impressive, however I’m not awed by Ubisofts choices for HUD layout. Persistent elements are thrown in every corner, and numbers and icons fade in and out. I understand the idea of keeping action the center of attention, but with a display this scattered it takes a lot to check health, know where you’re going, what you’re fighting with, how much XP you have, and if an ability is ready to use.</p>
<p>Here’s my take, I’d group things differently and focus on making it easy for the player to get the information needed without spending too much time looking away from the action. There are four persistent elements on the screen, a combo health meter and ammo meter, an XP bar, a mini map, and a radial menu for abilities. Randomly things like weapon ammo, selected weapon, target’s heath and hits, will pop in and out as well. These could have been grouped in a much nicer manner giving the player one location to look at as opposed to scanning all edges of the screen to get the important information.</p>
<div id="attachment_1068" class="wp-caption aligncenter" style="width: 460px"><a href="http://inglorio.us/wp-content/uploads/2009/11/Avatar1_bottom.jpg"><img class="size-full wp-image-1068" title="Avatar1_bottom" src="http://inglorio.us/wp-content/uploads/2009/11/Avatar1_bottom.jpg" alt="Grouping elements at the bottom" width="450" height="254" /></a><p class="wp-caption-text">Grouping elements at the bottom</p></div>
<p>This example sets the grouping together at the bottom of the screen. The selection weapon is displayed below, and the users aren&#8217;t forced to scan every edge. The nonpersistent elements could easily be displayed between the radial menu and the Minimap, or above the various bars on the left or the right. I’ve done one other thing as well. I’ve grouped action related elements, ammo, health, abilities, on the right side of the screen, and bigger picture elements: mini-map, XP on the left. This gives the user one place to look for action and combat information, and a second area that can be ignored until needed during more exploratory moments.</p>
<div id="attachment_1069" class="wp-caption aligncenter" style="width: 460px"><a href="http://inglorio.us/wp-content/uploads/2009/11/Avatar2_sides.jpg"><img class="size-full wp-image-1069" title="Avatar2_sides" src="http://inglorio.us/wp-content/uploads/2009/11/Avatar2_sides.jpg" alt="Grouping elements on the sides." width="450" height="254" /></a><p class="wp-caption-text">Grouping elements on the sides.</p></div>
<p>Similarly Ubisoft could opt to group each set on the sides. This unclutters the bottom and provides the user only two locations to look at as opposed to four or five. Again as in the above example, I&#8217;ve split the grouping between necessary action related elements and more bigger picture elements.</p>
<p>The goal with any HUD design is to blend so seamlessly it’s unnoticed as a player interacts with a product. A few quick changes and a scattered HUD can be streamlined allowing an easier play experience. Easier play means more immersion and more immersion allows for better storytelling and ultimately a more memorable experience. With a few changes and Ubisoft could be well on their way to creating that memorable experience.</p>
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